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Adaptive Rigidification of Discrete Shells 离散壳的自适应刚性
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-16 DOI: 10.1145/3606932
Alexandre Mercier-Aubin, P. Kry
We present a method to improve the computation time of thin shell simulations by using adaptive rigidification to reduce the number of degrees of freedom. Our method uses a discretization independent metric for bending rates, and we derive a membrane strain rate to curvature rate equivalence that permits the use of a common threshold. To improve accuracy, we enhance the elastification oracle by considering both membrane and bending deformation to determine when to rigidify or elastify. Furthermore, we explore different approaches that are compatible with the previous work on adaptive rigidifcation and enhance the accuracy of the elastification on new contacts without increasing the computational overhead. Additionally, we propose a scaling approach that reduces the conditioning issues that arise from mixing rigid and elastic bodies in the same model.
我们提出了一种方法,通过使用自适应刚度来减少自由度的数量,来提高薄壁模拟的计算时间。我们的方法使用离散化独立的弯曲率度量,并推导出允许使用公共阈值的膜应变率与弯曲率等效。为了提高精度,我们通过考虑薄膜和弯曲变形来确定何时硬化或弹性化,从而增强了弹性化预言。此外,我们探索了与先前关于自适应刚度的工作兼容的不同方法,并在不增加计算开销的情况下提高了新触点弹性化的准确性。此外,我们提出了一种缩放方法,可以减少在同一模型中混合刚体和弹性体所产生的条件问题。
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引用次数: 0
MAAIP
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-16 DOI: 10.1145/3606926
Mohamed Younes, Ewa Kijak, R. Kulpa, Simon Malinowski, F. Multon
Simulating realistic interaction and motions for physics-based characters is of great interest for interactive applications, and automatic secondary character animation in the movie and video game industries. Recent works in reinforcement learning have proposed impressive results for single character simulation, especially the ones that use imitation learning based techniques. However, imitating multiple characters interactions and motions requires to also model their interactions. In this paper, we propose a novel Multi-Agent Generative Adversarial Imitation Learning based approach that generalizes the idea of motion imitation for one character to deal with both the interaction and the motions of the multiple physics-based characters. Two unstructured datasets are given as inputs: 1) a single-actor dataset containing motions of a single actor performing a set of motions linked to a specific application, and 2) an interaction dataset containing a few examples of interactions between multiple actors. Based on these datasets, our system trains control policies allowing each character to imitate the interactive skills associated with each actor, while preserving the intrinsic style. This approach has been tested on two different fighting styles, boxing and full-body martial art, to demonstrate the ability of the method to imitate different styles.
为基于物理的角色模拟真实的交互和运动是交互式应用和电影和视频游戏行业中自动次要角色动画的重要兴趣。最近在强化学习方面的工作已经提出了单字符模拟的令人印象深刻的结果,特别是那些使用模仿学习技术的结果。然而,模仿多个角色的互动和动作也需要模拟他们的互动。在本文中,我们提出了一种新的基于多智能体生成对抗模仿学习的方法,该方法将一个角色的运动模仿思想推广到处理多个基于物理的角色的交互和运动。给出了两个非结构化数据集作为输入:1)一个单参与者数据集,包含单个参与者执行一组与特定应用程序相关的动作,以及2)一个交互数据集,包含多个参与者之间交互的一些示例。基于这些数据集,我们的系统训练控制策略,允许每个角色模仿与每个演员相关的交互技能,同时保留其内在风格。这种方法已经在两种不同的战斗风格上进行了测试,拳击和全身武术,以证明这种方法模仿不同风格的能力。
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引用次数: 0
A Unified Analysis of Penalty-Based Collision Energies 基于惩罚的碰撞能量的统一分析
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-16 DOI: 10.1145/3606934
Alvin Shi, Theodore Kim
We analyze a wide class of penalty energies used for contact response through the lens of a reduced frame. Applying our analysis to both spring-based and barrier-based energies, we show that we can obtain closed-form, analytic eigensystems that can be used to guarantee positive semidefiniteness in implicit solvers. Our approach is both faster than direct numerical methods, and more robust than approximate methods such as Gauss-Newton. Over the course of our analysis, we investigate physical interpretations for two separate notions of length. Finally, we showcase the stability of our analysis on challenging strand, cloth, and volume scenarios with large timesteps on the order of 1/40 s.
我们通过简化框架的透镜来分析用于接触响应的一类惩罚能量。将我们的分析应用于基于弹簧和基于势垒的能量,我们表明我们可以获得闭合形式的分析本征系统,该系统可以用于保证隐式求解器中的半正定性。我们的方法比直接数值方法更快,也比高斯-牛顿等近似方法更稳健。在我们的分析过程中,我们研究了两个独立的长度概念的物理解释。最后,我们展示了我们对具有挑战性的线束、布料和体积场景的分析的稳定性,这些场景的时间步长约为1/40s。
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引用次数: 2
A Linear and Angular Momentum Conserving Hybrid Particle/Grid Iteration for Volumetric Elastic Contact 体积弹性接触的线性和角动量守恒混合粒子/网格迭代
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-16 DOI: 10.1145/3606924
A. M. Razon, Yizhou Chen, Yushan Han, S. Gagniere, M. Tupek, J. Teran
We present a momentum conserving hybrid particle/grid iteration for resolving volumetric elastic collision. Our hybrid method uses implicit time stepping with a Lagrangian finite element discretization of the volumetric elastic material together with impulse-based collision-correcting momentum updates designed to exactly conserve linear and angular momentum. We use a two-step process for collisions: first we use a novel grid-based approach that leverages the favorable collision resolution properties of Particle-In-Cell (PIC) techniques, then we finalize with a classical collision impulse strategy utilizing continuous collision detection. Our PIC approach uses Affine-Particle-In-Cell momentum transfers as collision preventing impulses together with novel perfectly momentum conserving boundary resampling and downsampling operators that prevent artifacts in portions of the boundary where the grid resolution is of disparate resolution. We combine this with a momentum conserving augury iteration to remove numerical cohesion and model sliding friction. Our collision strategy has the same continuous collision detection as traditional approaches, however our hybrid particle/grid iteration drastically reduces the number of iterations required. Lastly, we develop a novel symmetric positive semi-definite Rayleigh damping model that increases the convexity of the nonlinear systems associated with implicit time stepping. We demonstrate the robustness and efficiency of our approach in a number of collision intensive examples.
提出了一种守恒动量的粒子/网格混合迭代方法来求解体积弹性碰撞。我们的混合方法使用隐式时间步进和体积弹性材料的拉格朗日有限元离散化,以及基于脉冲的碰撞校正动量更新,旨在精确保存线动量和角动量。我们使用两步的碰撞过程:首先,我们使用一种新的基于网格的方法,利用粒子单元(PIC)技术的有利碰撞分辨率特性,然后我们利用连续碰撞检测的经典碰撞脉冲策略完成。我们的PIC方法使用单元内仿射粒子动量转移作为防止碰撞的脉冲,以及新颖的完美动量守恒边界重采样和下采样算子,以防止网格分辨率不同的边界部分出现伪影。我们将其与动量守恒的预兆迭代相结合,以消除数值内聚和模型滑动摩擦。我们的碰撞策略具有与传统方法相同的连续碰撞检测,但是我们的混合粒子/网格迭代大大减少了所需的迭代次数。最后,我们建立了一种新的对称正半定瑞利阻尼模型,它增加了与隐式时间步进相关的非线性系统的凸性。我们在一些碰撞密集的例子中证明了我们的方法的鲁棒性和效率。
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引用次数: 0
Motion In-Betweening with Phase Manifolds 具有相位流形的中间运动
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-16 DOI: 10.1145/3606921
Paul Starke, S. Starke, T. Komura, Frank Steinicke
This paper introduces a novel data-driven motion in-betweening system to reach target poses of characters by making use of phases variables learned by a Periodic Autoencoder. Our approach utilizes a mixture-of-experts neural network model, in which the phases cluster movements in both space and time with different expert weights. Each generated set of weights then produces a sequence of poses in an autoregressive manner between the current and target state of the character. In addition, to satisfy poses which are manually modified by the animators or where certain end effectors serve as constraints to be reached by the animation, a learned bi-directional control scheme is implemented to satisfy such constraints. The results demonstrate that using phases for motion in-betweening tasks sharpen the interpolated movements, and furthermore stabilizes the learning process. Moreover, using phases for motion in-betweening tasks can also synthesize more challenging movements beyond locomotion behaviors. Additionally, style control is enabled between given target keyframes. Our proposed framework can compete with popular state-of-the-art methods for motion in-betweening in terms of motion quality and generalization, especially in the existence of long transition durations. Our framework contributes to faster prototyping workflows for creating animated character sequences, which is of enormous interest for the game and film industry.
本文介绍了一种新的数据驱动的中间运动系统,通过使用周期自动编码器学习的相位变量来达到角色的目标姿态。我们的方法利用了一个混合专家神经网络模型,其中阶段以不同的专家权重对空间和时间上的运动进行聚类。然后,每个生成的权重集以自回归的方式在角色的当前状态和目标状态之间生成一系列姿势。此外,为了满足由动画师手动修改的姿势,或者在某些末端效应器用作动画要达到的约束的情况下,实现学习的双向控制方案以满足这种约束。结果表明,在任务之间使用相位进行运动可以锐化插值运动,并进一步稳定学习过程。此外,在任务之间使用相位进行运动也可以合成运动行为之外的更具挑战性的运动。此外,在给定的目标关键帧之间启用样式控制。我们提出的框架可以在运动质量和泛化方面与流行的最先进的运动中介方法相竞争,尤其是在存在长过渡持续时间的情况下。我们的框架有助于创建动画角色序列的更快原型工作流程,这对游戏和电影行业来说非常有趣。
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引用次数: 0
NeuroDog NeuroDog
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-16 DOI: 10.1145/3606936
Donald E. Egan, D. Cosker, R. Mcdonnell
Virtual reality (VR) allows us to immerse ourselves in alternative worlds in which we can embody avatars to take on new identities. Usually, these avatars are humanoid or possess very strong anthropomorphic qualities. Allowing users of VR to embody non-humanoid virtual characters or animals presents additional challenges. Extreme morphological differences and the complexities of different characters' motions can make the construction of a real-time mapping between input human motion and target character motion a difficult challenge. Previous animal embodiment work has focused on direct mapping of human motion to the target animal via inverse kinematics. This can lead to the target animal moving in a way which is inappropriate or unnatural for the animal type. We present a novel real-time method, incorporating two neural networks, for mapping human motion to realistic quadruped motion. Crucially, the output quadruped motions are realistic, while also being faithful to the input user motions. We incorporate our mapping into a VR embodiment system in which users can embody a virtual quadruped from a first person perspective. Further, we evaluate our system via a perceptual experiment in which we investigate the quality of the synthesised motion, the system's response to user input and the sense of embodiment experienced by users. The main findings of the study are that the system responds as well as traditional embodiment systems to user input, produces higher quality motion and users experience a higher sense of body ownership when compared to a baseline method in which the human to quadruped motion mapping relies solely on inverse kinematics. Finally, our embodiment system relies solely on consumer-grade hardware, thus making it appropriate for use in applications such as VR gaming or VR social platforms.
虚拟现实(VR)使我们能够沉浸在另类世界中,在这个世界中,我们可以化身为新的身份。通常,这些化身是人形的,或者具有非常强的拟人化品质。允许VR用户体现非人形虚拟角色或动物带来了额外的挑战。极端的形态差异和不同角色运动的复杂性可能会使构建输入人类运动和目标角色运动之间的实时映射成为一项艰巨的挑战。先前的动物实施例工作集中于通过反向运动学将人类运动直接映射到目标动物。这可能导致目标动物以不适合或不自然的方式移动。我们提出了一种新的实时方法,结合了两个神经网络,用于将人类运动映射到真实的四足动物运动。至关重要的是,输出的四足动物运动是真实的,同时也忠实于输入的用户运动。我们将我们的映射融入到VR实施系统中,在该系统中,用户可以从第一人称的角度实施虚拟四足动物。此外,我们通过感知实验来评估我们的系统,在该实验中,我们研究了合成运动的质量、系统对用户输入的响应以及用户体验到的体现感。该研究的主要发现是,与人到四足动物的运动映射仅依赖于反向运动学的基线方法相比,该系统和传统实施例系统一样对用户输入做出响应,产生更高质量的运动,并且用户体验到更高的身体自主感。最后,我们的实施例系统仅依赖于消费级硬件,从而使其适用于VR游戏或VR社交平台等应用。
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引用次数: 0
An Eigenanalysis of Angle-Based Deformation Energies 基于角度的变形能的特征分析
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-16 DOI: 10.1145/3606929
Haomiao Wu, Theodore Kim
Angle-based energies appear in numerous physics-based simulation models, including thin-shell bending and isotropic elastic strands. We present a generic analysis of these energies that allows us to analytically filter the negative eigenvalues of the second derivative (Hessian), which is critical for stable, implicit time integration. While these energies are usually formulated in terms of angles and positions, we propose an abstract edge stencil that succinctly parameterizes the edge deformation, and allows us to derive generic, closed-form analytical expressions for the energy eigensystems. The resultant eigenvectors have straightforward geometric interpretations. We demonstrate that our method is readily applicable to a variety of 2D and 3D angle-based elastic energies, including both cloth and strands, and is up to 7× faster than numerical eigendecomposition.
基于角度的能量出现在许多基于物理的模拟模型中,包括薄壁弯曲和各向同性弹性绞线。我们对这些能量进行了一般分析,使我们能够分析过滤二阶导数(Hessian)的负本征值,这对于稳定的隐式时间积分至关重要。虽然这些能量通常以角度和位置表示,但我们提出了一个抽象的边缘模板,该模板简洁地参数化了边缘变形,并使我们能够推导出能量本征系统的通用闭合形式分析表达式。由此产生的特征向量具有直接的几何解释。我们证明,我们的方法很容易适用于各种基于二维和三维角度的弹性能量,包括布料和线束,并且比数值本征分解快7倍。
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引用次数: 1
Physical Cyclic Animations 物理循环动画
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-16 DOI: 10.1145/3606938
Shiyang Jia, Stephanie Wang, Tzu-Mao Li, Albert Chern
We address the problem of synthesizing physical animations that can loop seamlessly. We formulate a variational approach by deriving a physical law in a periodic time domain. The trajectory of the animation is represented as a parametric closed curve, and the physical law corresponds to minimizing the bending energy of the curve. Compared to traditional keyframe animation approaches, our formulation is constraint-free, which allows us to apply a standard Gauss--Newton solver. We further propose a fast projection method to efficiently generate an initial guess close to the desired animation. Our method can handle a variety of physical cyclic animations, including clothes, soft bodies with collisions, and N-body systems.
我们解决了合成可以无缝循环的物理动画的问题。我们通过在周期时域中推导物理定律来表述变分方法。动画的轨迹表示为参数封闭曲线,物理定律对应于曲线的弯曲能量最小化。与传统的关键帧动画方法相比,我们的公式是无约束的,这使我们能够应用标准的高斯-牛顿求解器。我们进一步提出了一种快速投影方法,以有效地生成接近所需动画的初始猜测。我们的方法可以处理各种物理循环动画,包括衣服、有碰撞的软体和n体系统。
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引用次数: 0
Kiss/Crash 亲吻/碰撞
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-12 DOI: 10.1145/3597625
Adam Cole, M. Grierson
This paper describes the art installation of Kiss/Crash: a multi-screen work exploring the subject of AI-imagery and representation as well as the autobiographical themes of loneliness, desire, and intimacy in the digital age. The installation consists of three individual works in a shared space, Kiss/Crash, Me Kissing Me, and Crash Me, Gently, which all play with augmenting, inverting, and negating the iconic image of the kiss using diffusion-based image translation. In the production of this work, several potentially novel video translation techniques were developed and refined to create high-quality results central to these pieces. Throughout our research, we reflect on the nature of images and place diffusion models within a history of image-production technologies that artists have been contending with and responding to for the past one hundred years. This paper aims to extend that artistic tradition with a provocative, original aesthetic and technique that reveals the logic of AI imagery and hints at how our relationship to reality will continue to be stretched and shaped by artificial representations at an accelerating pace.
本文描述了《吻/崩溃》的艺术装置:这是一部探索人工智能图像和表现主题以及数字时代孤独、欲望和亲密等自传体主题的多屏幕作品。该装置由共享空间中的三件作品组成,《吻/碰撞》、《我吻我》和《轻轻地碰撞我》,它们都使用基于扩散的图像翻译来增强、反转和否定接吻的标志性图像。在这部作品的制作过程中,开发并完善了几种可能新颖的视频翻译技术,以创造出这些作品的核心高质量结果。在我们的研究过程中,我们反思了图像的本质,并将扩散模型置于艺术家在过去一百年中一直在与之抗争和回应的图像制作技术史中。本文旨在通过一种挑衅性的、独创的美学和技术来扩展这一艺术传统,揭示人工智能图像的逻辑,并暗示我们与现实的关系将如何继续被人工表征以加速的速度拉伸和塑造。
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引用次数: 0
Synplant
Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-12 DOI: 10.1145/3597622
Youyang Hu, Chia-Te Chou, Yasuaki Kakehi
Synplant is an installation consisting of multiple hybrid plant sensing units. By analyzing biosignals, it can interpret the natural environment from the perspective of plants and translate their experiences into audiovisual expressions that can be experienced by humans. This work is based on a supervised learning system that analyzes the changes in biosignals when plants receive environmental stimuli. The analysis results are used to control acoustic-lighting devices to generate variable cymatics patterns. Through the utilization of wind and rain as vehicles to bridge different sensing units, it creates an immersive audiovisual field that represents the trajectories of the invisible interaction between plants and different elements in the natural environment. This work combines an intelligent machine with botanical perception to extend our understanding of the natural environment and to connect with the land from a non-human perspective.
Synplant是一个由多个杂交植物传感单元组成的装置。通过分析生物信号,它可以从植物的角度解读自然环境,并将植物的体验转化为人类可以体验的视听表达。这项工作是基于一个监督学习系统,该系统分析植物接受环境刺激时生物信号的变化。分析结果用于控制声照明装置以产生可变的cymatics图案。通过利用风和雨作为载体来连接不同的传感单元,它创造了一个沉浸式的视听领域,代表了植物与自然环境中不同元素之间看不见的相互作用的轨迹。这个作品结合了智能机器和植物感知,扩展了我们对自然环境的理解,并从非人类的角度与土地联系起来。
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引用次数: 0
期刊
Proceedings of the ACM on computer graphics and interactive techniques
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